AI First Aid SupportThis small addon will add for AI ability to pull aside wounded teammates and render first aid them. This addon will be automatically disabled if you add BI's first-aid or wound simulation modules in mission.Included .pbos:dapman.pbo

AIPistolUseFix Makes the AI use the Glock and the Revolver at the correct distance.

AIGunnerToUseAllWeapons AI C PvPsceneDescription:With an important fix in the recent 1.61 beta patches, AI in vehicles finally starts to act properly with a player inside the vehicle as well.

This means the AI gunner engages targets by himself now. However he is still restrained in the use of the full weapon arsenal available to him. This little tweak changes/fixes that.So the AI gunner will now engage also with SABOT/HEAT and missiles at targets (aka fire automatically without command order for each shoot). (normally only true for: MG/AP/rockets)

Two notes:1) ArmA configs still have many issues in the weapon configuration. ACE fixes some of them. It means at times an AI gunner uses the wrong weapon for the given target or fires too slowly or too quickly or refuses to use a weapon against a given target completely.

2) For choppers and double-seater planes you need to TAB/direct click lock targets to make the AI gunner use missiles on targets. In other words as pilot you need to assign him a vehicle or air target first before he uses the limited missile capabilities.

That said AI fires multiple missiles on a target quickly. So manual fire might still be the better choice..

andy_magsThis addon will replace default bag you see on the ground when you drop ammo or a weapon with the correct model of the ammo/weapon type.Anzacsas_ah64m230modifies the configuration of the AH64 Apache's nose mounted Gun, the M230 Cannon.

The modification to the config of the weapon changes the standard fire mode of the weapon from just one full auto mode to being able to select between two modes that are preset at 10 and 20 rnd bursts as seen in the HWMod Apache's M230 Cannon in AA1 and is most often used in real life.========================All Round Defence========================All Round Defence (ARD) is a formation typically used by the British Army (and other fighting forces) after a firefight to 're-org' the squad, making sure everyone has ammunition and tending any wounds. As per it's name, it can also be used defensively, providing 360 degree coverage. Included .pbo files:ard.pbo

ASC Weapon PackIt allows the players to customize a big case of weapons with silencers for different calibers, a bunch of optics and some equipments like M203, Flashlight, IR-Laser via a WYSIWYG Weapon Modify Menu.Also a functionality is in there that there is a customizeable chance that careless running players can damage their weapon optics near objects.

All these full SP/MP/JIP compatible !

At weapons who supports both types of enlightment ( Flashlight and IR-Laser) you can also switch between them via the 'u' key. (it's customizeable via userconfig) and you can see the active Mode for a short time.(See on the left on the picture the active Laser Mode)

- Take what's needed from about anywhere possible: crates, vehicles, stuff dropped on the ground, dead soldiers and their backpacks. - Also rearming from their own backpack or from another (alive) AI's pack in the group. - Equip with primary weapons, launchers and sidearms, ammo, frag grenades, smoke grenades, binoculars, NVGs. - Take rocket launchers if not carrying a rucksack (OA or ACE) or the primary weapon is a sniper rifle, machinegun or automatic rifle. - Grab a little extra ammo when using specialist weapons (sniper, MG, AR) since they won't take a launcher. - Will only take items when there's space for them in the inventory unless the items are important (launcher ammo or medic kits). - Will try and grab all useful items found in a place on a single run. - Do not rearm if any of these conditions is met: option globally disabled / unit is: busy doing something / in a vehicle / captive / hiding / in combat / unconscious - Units rearm even while in combat if they have no weapons to fight with (unless they're commanded to stay put). - Configurable options can also be set at the beginning or during the mission by changing the global variables (turn rearming on/off or allow civilians to rearm etc.) - Some options can also be set in game using the comms menu (0-8). AI skills and awareness improvements

sys_aiskillFeatures:- Every unit, for every skill defined, has a base minimum skill level to which a small random level is added. The base level and the random value added depend on the unit type. The goal was to make the AI better, more diverse and distinct by type. Some units will be better skilled than others. For example, a team leader will usually be better than a regular grunt, a SF unit will have the highest skills, while an armed villager will present the lowest threat. By default, these skills are set: aimingAccuracy, aimingShake, aimingSpeed, spotDistance, spotTime, courage. Users can configure the other skills and set their own levels by editing a userconfig file. All Arma2, OA, BAF, PMC and ACE units are fully supported by this addon but most 3rd party mods should be too, with exceptions, like when a regular or insurgent type unit is created based on a SF unit etc. - AI radio net (only for servers and single-player). When a group learns enough about an enemy, it will broadcast information about that enemy over radio to all friendly groups within a configured range. The info is sent with a delay, so to prevent breaking breaking stealth, quick takedowns are required. Sending and receiving groups must have radios. No waypoints are set, no orders given, just information sent, default game AI decides what to do with it. - When crewmen or pilots have to bail out of their vehicle because it was damaged, they won't be as willing to charge the enemy as before. They might flee or run for cover instead, until they get into another vehicle when they gain some courage back. - AI spotting distance automatically reduced at night (and restored at day). Default is half distance at night, can be changed in userconfig.Included .pbo files:asr_ai_main.pboasr_ai_sys_airearming.pboasr_ai_sys_aiskill.pbo

asr_config_camofaces_oaHere is a small config addon to make all of those 100+ faces in Arma2 available to choose in your player profile, each with 6 camo variants, giving a total of over 700 faces to choose from. Not tested in MP, but given the fact that the faces are already in game they should work fine.ASR Disable Cursor TextRemoves text from the in-game cursor to eliminate magic rangefinder and other information gathering when using the commanding (spacebar) key.asr_throwablesatchelThis mod allows a demolition expert (usually engineers and special forces soldiers) to convert a regular satchel into a throwable one and back.To convert, you must first select it (cycle weapons until the satchel is selected) then use the scroll menu action.It can then be thrown over a very short range (max 10m) in the way grenades are used.You can use it to blow stuff up when you can't get there and set it manually, or like a last-resort AT weapon, for example to throw demo on top of a tank that's on the other side of the wall, or from a roof.BC6 FeelingsThis changes the Leader command icons.

Blastcore VEP A2Description:Welcome to Blastcore VEP A2R1This is a separate addon and should not be used with WarFX : Blastcore R1.2 running at the same time! Nor does it update R1.2, insted use a launcher to select which package you perfer, if your planning on playing on Arma 2 maps then use this. But if your playing on OA maps then continue using version WarFX : Blastcore R1.2

This will still work on OA. But I will be updating R1.2 soon.

Included .pbo files:WarFXPE.pboWarFXVeh.pboWarFXWeps.pboArmaholic link: http://www.armaholic.com/page.php?id=17834====================================bd_hellfireBD Hellfire is an enhancement that provides an alternative (hopefully more realistic) system for engaging targets with the AGM-114 Hellfire Air to Ground Missile system. The system forces players to use laser designation to guide Hellfires, without interfering with AI controlled aircraft's ability to engage targets with Hellfires.

Currently, the system will be utilized on the AH-64, AH-1, and MQ-9 aircraft in game.

Firing Hellfires:Players can no longer fire hellfires at will with when using BD Hellfire. They will not be able to select Hellfires from their weapons. Instead, when a valid target is available, the ability to fire using an action (or shortcut key) will be enabled. The action, called "Fire Hellfire", will appear when you have a lock on a laser target. A shortcut key can be used to invoke firing without using the action menu. By default, it is your "reload" key.

Under normal circumstances, this action will be available to the aircraft's gunner. If Manual Fire is on however, it will be available to the pilot instead.

Targetting:There are several ways to lock on to a target, but you can only lock on laser targets. The simplest way to designate a target is to turn your own aircraft's laser designator on (which will be added to the aircraft if it is using BD Hellfire). While your aircraft's laser deisgnator is on, you will be locked on to the target it creates by default. This is sufficient enough to fire a missile, which will track your aircraft's laser.

In addition, you can simply point your crosshairs toward a laser from another source (ground unit or other aircraft), and you may be able to get a lock. This is a less reliable method, and may not always produce a lock. If you are able to get a lock with this method, you the fire action will be available.

Lastly, using your laser designator you can manually lock on any laser target. If you have a hard lock on a target, this target will be used to guide your missiles. Even if you have your own laser active, locking on to another source will override your laser.

Hellfire Flight Modes:BD Hellfire also includes the option to enable a top attack flight path when firing Hellfires. You can switch between top attack and direct (default ArmA 2 behavior) attack using the "Toggle Direct/Top Attack" action. In top attack mode, the hellfire will begin to climb right after it is launched. When it finishes climbing, it will turn back on the target and engage it from a high angle. Using top attack will allow you to engage targets from behind obsitcles, as well as hit hard targets such as tanks and APCs on the top where their armor is weaker. The default shortcut for the toggle action is your "vehicle turbo" key.

Under normal circumstances, this action will be available to the aircraft's gunner. If Manual Fire is on however, it will be available to the pilot instead.bd_multigunfixMultiple Muzzles:In ArmA 2 (prior to OA), there is no native support for multiple muzzle positions for vehicle weapons. This addon providesa set of scripts both for existing BIS vehicles and for new addon vehicles that allows the proper simulation of multiplemuzzle/launch positions for any type of weapon.

As of Operation Arrowhead, the engine natively supports multiple muzzles (at least for bullet firing weapons), but thisaddon is still compatable with those vehicles that use this new native feature, and can still be used for addons ifthe native solution is not possible/preferable.

Convergence:As of v2.0 of this addon, there is a new feature that allows weapons with multiple muzzle/launch positions to convergeon a single point at a given distance. This feature is present for ArmA 2 stand alone, but currently the range can notbe adjusted by the player. In Operation Arrowhead, this feature is tied to the native zeroing system; your rounds willconverge at the range at which you are currently zeroed. Note: some BIS vehicles that use convergence do not allowzeroing. In this case, a fixed convergence range is used.

Those vehicles that do not currently use zeroing are the AH-6J and Tunguska, which converge by default at 400 and 500meters respectively.

BIS Vehicles:This addon contains a few simple scripts that fix the simulation of bullets and missiles firing from the correct places on BIS vehicles.The following vehicles are effected:

All gun barrels, rocket and missile launchers are correctly simulated for these vehicles.

Addons:In addition, this addon includes a system that allows addon makers to easily enable multiple barrels/launch positions for new vehicles usingonly model and config changes and little scripting knowledge.How to use the system for new vehicles:1. Create a memory point with a named selection in your model for each position you want the projectiles to be fired from2. In the vehicle's config, define a class called BD_MultiGunFix3. In class BD_MultiGunFix, you can define any number of 'weapon groups'. A weapon group is one set of guns or launchers that when fired,the projectiles will be distributed among all the positions defined in that group. For example, if your vehicle has 4x30mm cannons and 2 missilelaunchers, you would have a 30mm cannon group and a missile group. The groups are defined as classes4. For each group class, define an array called 'weapons' and an array called 'positions'. The positions array contains all of the selection namesyou defined in your model that you want this group to use, and the weapons array contains the classnames of all the weapons that will usethat set of positions.5. The last step is to simply ensure that BD_MultiGunFix is installed and loaded when you start up ArmA 2. Using this system will not makeyour addon require BD_MultiGunFix, rather when the user is running your addon while using BD_MultiGunFix the fix will be applied, andif not your addon will function normally without the fix (with a limit of only 1 firing position per weapon type).6. For more detailed info check the readme.

Expansion notes:BD MultiGunFix v2.0 fully supports both Arma 2 and Arma 2: Operation Arrowhead. It does not require either, and willwork on Arma 2 stand alone, OA stand alone, or Arma 2: Combined Operations (Arma 2 + OA).Note: some features/functionality will only be available in OA.

As of v2.5 however, this addon may not work in standalone Arma 2. See the requirements for details.

Multiplayer notes:As of v1.4 this addon should be fully MP compatable. The addon need only be installed on the server, and the changes will be appliedfor all clients. If the addon is not installed on the server, it will be disabled for all clients, regardless of whether they have it installed.

As of v2.0, full JIP compatability should also be present. The addon still need only be installed on the server, and must be installed on the server.bd_tracerThis fairly simple addon adds appropriately colored light sources to tracers to enhance night combat. The color andintensity of the light is determined by the config properties of the ammunition. This addon also works with the NVGonly tracers on the light machineguns; these tracers emit a very dim light that is barely visible, but can be clearlyseen through night vision.

Configuring Tracer Lights:BD Tracer Lights use only the default tracer-related config tokens. The only thing to note is that the color of thelight is defined by the 'tracerColor[]' property, which is otherwise not used. Because of this, the addon also containsa config that corrects the tracerColor for all BIS ammo with tracers.

Multiplayer:The effects of this addon are client-side only. It requires no installation on the server, but only clients with theaddon installed can see the effects.bd_tunguskazeroingThis is a simple config edit that gives the 2S6M Tunguska to ability to use zeroing in Arma 2: Combined Operations.The zeroing ranges are the same as on the ZSU-23-4 Shilka.BlackBackgroundForGearDialog Black background in the gear dialog to avoid being distracted and make the dialog better readableCarsFasterOffroads_Gameplay_C_PvPsceneINCREASED driving speeds for various vehicles when driving offroad.ALL speeds are faster, but offroad vs. non-offroad vehicles differ.

This mod is enhancing the capabilities of the Arma2 artillery module with more ordnances and custom sounds to create that battlefield atmosphere.The new ordnances can be used to create totally new mission objectives and tactical scenarios like creating mine fields deep inside of the enemy territory or disrupting enemy communications/equipment.The Arma2 artillery module has been written by Headspace and he deserves all credit and respect for its functionality.The mod presented here is simply an enhancement of that functionality with additional scripts, configs, particle effects and sound effects

New Ordnances: DPICM, ERGM, AD/EXJAM, AD/EXECM, ADAM, RAMMCHN_M224same as aboveCHN_Troopmon2TroopMon 2 is a GUI console for Arma2 that is designed to help mission makers to precisely monitor the combat behaviour of the placed units in their missions.Lost, inactive or ineffective combatants are easily identified to raise the quality of a mission and achieve mission objectives with a minimal troopcount. Missions with uncertainty about the location of the involved units are a thing of the past.

Features:- A camera with 8 View modes:1. A fixed 3rd Person view2. Free/fixed camera mode that can be positioned around the watch-unitor independently moved around the whole scenario.3. A gunner's view through the ironsights of the watch-unit's weapons.4. A 1st person view to find out where the watch-unit is looking at.5. A 3rd person view that cycles through a random selection of units.primarily, units that are in combat are shown.6. A top view onto the watch-unit suitable for CQB or urban scenarios.7. A more cinematic camera motion view of randomly chosen units8. A projectile-following camera that shows a slow motion of firedprojectiles of the currently watched unit. This is helpful to evaluatethe effectiveness of a firing position, the feasibility of the used weaponor the skill of the shooter.This can be combined with the view mode 3 to see what the unit isAiming at before making the shot.To choose a different view mode just deselect the V8 button.In case the projectile is experiencing ricochet or misses the targetthe button ABORT PROJCAM can be used to discontinue tracking the projectile.

- Total overview of all mission relevant AI variables.Crucial battle data is constantly updated such as:- which enemy is targetting, firing at or wounding the watch unitwith the ability to switch the view to that enemy to evaluate it.- which enemy is the assigned target of the unit and which enemyis being fired upon by the watch unit.- Troopmon 2 automatically recognizes the dimensions of custom islandaddons and is compatible with all kinds of custom soldier/weapon/vehicleetc. addons.- The GUI console allows for very intuitive unit selection even in highUnit-count battle situations, selections can be made with the mouse.All status data can be shown or hidden by little toggle switches.- New groups can be created and sent into the battle to try out new attackstrategies or enforce groups of insufficient strength without having toedit/restart the mission.- Waypoints for created or existing groups can be createdand groups can be combined. Existing waypoints can be edited at runtime.- Infantry can be moved around with transports using TroopMon 2-createdwaypoints.- Favourites and camera positions can be saved/loaded for points of interestof the battle theater.CLAY_CarRadioAddon to play music from the game or custom music while driving any vehicle.Features:* Fully working Car Radio for all cars and trucks in ArmA2* All ArmA2 musictracks already included* Add as many own musictracks as you wish* Filteroptions InGame / own music* Repeat Funtcion* Random play* 12-color display* 7-color softkeys* two designs* Output Level depending on your soundcard / speakers

Deadfast's Stance IndicatorDescription:Adds a HUD element indicating the player's current stance and whether running or walking mode is selected.

Battles are confusing. And they should be. Unfortunately ARMA's controls can sometimes unrighfully contribute to the confusion.This addon aims to at least partially reclify that by displaying a simple image in the lower right part of your screen. All images are fully customizable.

Features:Client side - This is a pure client-side modification. The players you play with online will not be affected by this addon in any way.Signed - This addon is signed. You will be allowed to play on multiplayer servers accepting the DFS key.A2 + OA + CO - This addon is compatible with ARMA 2, ARMA 2: Operation Arrowhead and ARMA 2: Combined Operations.Included .pbo files:dfs_stanceindicator.pbo

DisabledBallisticsComputer_Gameplay_C_PvPsceneDisables the ballistic computer for any vehicle.DisabledBasicConversations_Gameplay_C_PvPsceneDisables the basic conversations for any unit.DisabledCenterHandIcon Removes the ugly looking hand cursor in the center of the screen.DisabledForcedOpticsForBinocular_Gameplay_C_PvPsceneDisables auto switch to optics for binocular. The tweak allows you to look above the binocular and look through it only when necessary by pressing the optics key. In addition you can walk with a binocular without the annoying auto switch to optics.DisabledOnDamageSoundForHelicopters_Sound_C_Gameplay_PvPsceneDisables the warning sound on damage for helicopters.DisabledOnDamageSoundForPlanes_Sound_C_Gameplay_PvPsceneDisables the warning sound on damage for planes.DisabledOnDamageSoundForTanks_Sound_C_Gameplay_PvPsceneDisables the warning sound on damage for tanks.DisabledPeripheralVisionBloodTexture Removes the blood texture in 1st person view when hit as infantry. Way too arcady.DisabledPeripheralVisionCueTexture Removes the spheres at the edge of the screen. Only confuses people and not a good try to simulate peripheral vision.DisabledPeripheralVisionEnemy Removes the red spheres indicating hostile units or vehicles. Only confuses people and not a good try to simulate peripheral vision.DisabledPeripheralVisionFriendly Removes the green spheres indicating friendly units or vehicles. Only confuses people and not a good try to simulate peripheral visionDisabledPeripheralVisionNeutral Removes the white spheres indicating neutral units, animals or empty vehicles. Only confuses people and not a good try to simulate peripheral vision.DisabledPPEffectsForVehicles_Performance_C_PvPsceneDisables all post processing effects for vehicle gunner and commander optics. Both way better FPS and less HDR issues with the tweak active.DisabledPPEffectsForWeapons_Performance_C_PvPsceneDisables all post processing effects for infantry weapon optics. Both way better FPS and less HDR issues with the tweak active.DisabledStartEngineOnTurretMovementForTanks_Gameplay_C_PvPsceneTurning the turret no longer turns the engine on for tanks.DisabledTalkTopics Disables the random talk/chatter feature.DisabledWeaponLockVehicles_Gameplay_C_PvPsceneDisables the locking ability of all vehicle weapons. Missiles of ground vehicles need to be manually guided by the gunner as well. The only exception are missiles for air units.DoubledGetInRadius Doubles the getIn distance for vehicles.DoubledSupplyRadius Doubles the distance to make use of a support vehicle (repair, fuel, ammo).EasyFlyPlanes by Celery It makes plane controls more responsive and generally easier to handle!It's not meant to be realistic, instead it aims to make flying easier and more fun.

In all its simplicity all it does is to remove some of the inertia by smoothly transferring the plane's movement vector closer to where the nose is pointing.

EffectsRudder has much more authortyPrecision movement such as aiming is easierThe plane is generally more maneuverableThe plane is less prone to stallingStalls are easier to recoverUAVs are much easier to fly manuallyThis script makes especially the A-10 nicer to fly as their infamous stalling problems are dampened and generally less inertia makes everything more simple. New aerobatic tricks are made possible because the rudder is more powerful than before.EnabledTurnOutForM1A2Driver_Gameplay_C_PvPsceneEnables turn out for M1A2 driver.EnabledTurnOutForT72Driver_Gameplay_C_PvPsceneEnables turn out for T72 driver.EnabledZoomForBinocularAndLaserdesignator_Gameplay_C_PvPsceneAdds zoom for binocular and laserdesignator.fnc_ballistics_infantry.pboBrings you realistics ballistics for most small arms and some vehicle mounted weapons in Arma2.fnc_ballistics_launchers.pboBrings you realistics ballistics for most small arms and some vehicle mounted weapons in Arma2.Based on NonWonderDog's excellent "NWD_Ballistics" for Arma1fnc_ballistics_vehicles.pbosame feature as abovefnc_muzzlevelocitysame feature as abovefnc_scopes_common_cReplacement scopes for most infantryweapons in stock Arma2 and a few extra ones for addons. Working day and night reticles for thosescopes which should have them. The change between day/night is automatic.Also re-zeroes most scoped and ironsighted weapons in the game to more realistic values.Basically silenced weapons are zeroed to 100 meters, assault rifles, snipers and machineguns to 300,heavy snipers and mounted machineguns to 500 meters. A few exceptions exist.Based on NonWonderDog's excellent "NWD_ScopeFix" from Arma1.fnc_scopes_common_msame feature as abovefthudthe ShackTac Fireteam HUD was designed to do the following: Provide situational awareness on where your fireteam members are and what their orientation is. This is intended to represent both peripheral vision, as well as the extended awareness one has in reality. You only see your fireteam members relative to you - no terrain, no other players/units. Give you an always-visible way of seeing who your team members aregam_clockfacingreport_coThis addon adds clockfacing target calling to the units, and gives you the possibility to ask for more information on the target.This addon makes those clock directions always in relation to the player.

As an extra it adds a menu option to ask for a more detailed report on a target (the one under your cursor or current inquired unit main threat).

Unit inquired counts the number of close together enemies and estimates the range of the main target in 10's of meters, it ultimately gives the compass bearing in unit degrees (in this case relative to itself), this with a delay of 2 seconds to simulate the time to estimate results.

- Units give you extra information on demand (Fkey > 5 > 9) Number of elements Distance (10s meters) Exact Bearing (degrees) Visual signaling (red circle)gdtmod_leader 1.00This Addon makes it possible to take the lead of your team.http://www.gdt-server.net/www/index.php?site=files&file=62====================================gdtmod_misc 1.04http://www.gdt-server.net/www/index.php?site=files&file=44For full functionality this addon must be installed on server and client. If it is not installed on server and client it is just not fully operative.

This Addon reduces the brightness of the streetlamps.====================================

gdtmod_anti_tank_grenade_launcher_ironsightsThis Addon gives you functional ironsights for M136 and RPG-7. The grenade trajectory is unchanged.All ironsights are calibrated at 300 meters.gdtmod_binocularThis Addon changes the compass display and zoom for Binocular and Laser Designator.gdtmod_car_mg_zoomThis Addon changes the weapon sight for this Vehicles:

- Weapon sight has maximum zoom as default.- Zoom out reduced. gdtmod_grassThis Addon changes the grass on Chernarus and Utes.gdtmod_hdrThis Addon does not disable HDR but it is reducing the effects of HDR dramatically by adjusting the aperture.This Addon is client side only.

There are to variants to use this addon.1. Via Key:This variant does not work with addons which are using the old displaySetEventHandler command. It also does not work with the Editor Modules "Construction Interface" (Used by missions such as Superpowers) and "High Command" witch are using the displaySetEventHandler command as well.This variant does not work on Single Player with resume game from mission menu. Start new mission...save game...load savegame is working.2. Via actionmenu:- There are not any known issues by using the actionmenu.gdtmod_javelinThis Addon changes the use of the Javelin weapon:

Auto lock on on vehicles deaktivated. Only manual lock on. Top attack mode and Direct attack mode. Integrated and switchable in the Javelin optic.

Keys:[keyLockTargets] Switchover between Top attack mode and Direct attack mode.

This Addon is client side only.

Notice:[keyLockTargets] is the key you have selected for "Next target".Depending on the distance the AI fires in Top attack mode or Direct attack mode.Sometimes the AI fires on Soldiers.gdtmod_m1014_flashlightThis Addon adds a flashlight to the m1014.gdtmod_mg_nestRemoves the curtain (LOD bug) on the mg nests.gdtmod Mod PlantsThis addon changes the plants.

- Downscaled textures.- Several of the first LODs removed.- More FPS and less GPU memory usage.- Grass does not change distance-related.gdtmod_rifle_zoomThis Addon changes the zoom for all weapons without scope, and some with scope.

Besides the weapon systems, the Missilebox also replaces the models of the default BIS weapons. Please note that with version 3.4 only models are changed, weapons performance remains untouched.The Missilebox also include several new versions of defualt BIS planes with altered weapon loadouts:

The Missilebox also includes the GBU-43/B Massive Ordinance Air Blast as GPS/INS guided weapon.And finally, the Missilebox equips the C-130 with laserscanner and GPS/INS systems required for the GBU-43/B.glt_missilebox_configsame as aboveglt_opa_backpacks4alladdon adds a specific config value to the infantry baseclasses so they are able to carry the backpacks included in Operation Arrowhead.glt_realairweaponsAs a new addon the GLT_RAW (Real Air Weapons) is introduced which improves all Air-to-Air aswell as Ground-to-Air weapons so they will fit with the performances of the Missilebox weapons. Mainly it means increased range and decreased speed of all respective weapons as BIS's default settings were far away from being even closely realistic.For the gameplay it means, avoiding enemy missiles relies now far more on pilot skills than just dropping flare/chaff. You can outmaneuver missiles if you're good enough.The GLT_RAW comes with own separate bikey file so server owner can better control if this addon should be allowed or not.

I do recommend it if the Missilebox and it's weapons are in use as it would imbalance Missilebox planes against BIS weapons equipped planes.

==================heli_extras.pbo /AI heli controlDescription:

Allows control of AI controlled helicopters

Features: Ability to create a LZ for the heliCommands to Land, with Engine on and offControl Flight Altitude

if MP Compatible Fastrope Addon is present -

Ability to have the AI pilot fastrope infantry out of helicopterHETMAN - Artificial CommanderDescription:The addon ”HAC” is intended to enliven the battlefield in the same way that having a human leader would do. HAC does not deal with the manner in which orders are executed (unit level), but deals with the issuing of orders. In other words, this addon gives one or both sides of a conflict a field-commander level AI.

One of most important goals of this addon is to keep high compatibility level with other addons, in particular those that extend the possibilities of AI for units and groups. HAC control is mostly based on issuing waypoints, and as far as possible HAC avoids interfering with low-level AI. In other words, HAC focuses on giving orders, rather than on the way in which orders will be executed.

HAC gives new, higher level AI, rather than changing the existing AI. There are only a very few exceptions to this rule. HAC should therefore enrich the gaming experience with new features, without conflicts with other addons. HAC is intended to complement their effects rather than to compete with them for control over units (at least for those addons that do not mess with waypoints).

HAC can serve as an instant battle generator as well as a general player opponent, or as base for complex missions and/or gameplay modes.

Features:- AI control over all land and air generic Arma 2 units;- simply usage;- several different AI personalities;- customizable;- add-on and script versions;- optional handling of logistic/ambulance support;- up to eight Leaders on map;- optional higher level c-in-c over Leaders ("Big Boss");- alternative, limited control modes;- up to four primary and two secondary objectives per Leader;- optional usage of ungrouped transport vehicles;- handling of garrisons;- mission notifications for human controlled team leaders;- secondary orders for idle groups;- optional "front" mode with limited to chosen area enemy groups recognition;- own artillery handling;- morale simulation;- demo missions for simply, complex and Big Boss HAC config;- pdf manual.

HardLandingChoppers_by_Celery_Gameplay_C_PvPsceneIt allows you to do some very rough landings without wrecking your helicopter in the process. It doesn't make them 100% safe however, as you will get damage,if you drop from the sky tail first or insist throttling down all the way to the ground.

The best landing technique is to drop down horizontally leveled as fast as you want (keep airspeed below 80 km/h) and make sure that the front comes before the tail. When you are about to touch ground, stop throttling down. If you've done it correctly and the script is working, your helicopter has landed safely without a scratch.HiddenUnitTags_Gameplay_C_PvPscene-?Hides FriendlyTags and EnemyTags.

The main thing you will notice is that you can take some more damage before your engine fails. How many times have you had one enemy tracer hit your engine and you fall right out of the sky..

NOW The odds are much higher for a rear rotor failure, fuel leak, or being shot in the pilot seat, rather then one tracer destroying your engine, sending you plummeting to the ground. Now pilots will more then not emergency land and survive.ImprovedSizeOfCompassAndGPS_by_defunkt_Visuals_C_PvPscene-? Compass/Watch/GPS scaling & positioning are now the same for all interface sizes. Compass, watch & GPS repositioned (first person view).Compass, watch & GPS enlarged & scaled (map & first person view).ImprovedSpeedOnGravelRoads With this addon you are able to drive in 60-70 km/h on the small gravel roads.

================================================Infantry Stealth and Recognition Skills================================================Description:This mod allows the user to adjust several specific AI variables that effect the stealth movement and recognition skills of the game. It comes with a file an HPP file that goes into the userconfig folder, which is where the adjustments are made (instructions are located in the file).

Attributes that can be adjusted:

- Audible - How load a unit is when moving - Camouflage - How easy a unit is to see - Sensitivity - How well and how far the given unit senses other units - SensitivityEar - How well can the given unit hear others units

inko_disposableThis addon makes the M136 and RPG-18 man-portable anti-tank launchers disposable as they are in real life.JavelinTweak_by_McHide_Gameplay_C_PvPsceneConfig tweak by McHide to make the Javelin fly more smoothly with realistic values. Adds the correct 4x optic fixed zoom.

JTK Weapon Suppressor ScriptDescription:This script allows the players to equip a suppressor to a weapon provided that weapon has a suppressible version.It comes in an addon version as well as a script version!

You can set restrictions in the Suppressor_init by unit type and weapon class (Sniper rifles or assault rifles).Included .pbos:jtk_suppressors.pboArmaholic link: http://www.armaholic.com/page.php?id=17943====================================

JTD FireAndSmokeJTD_FireAndSmoke is an effects addon that adds bigger, better and more useful smoke than the default ingame smoke. KeepCommanderViewOnTarget Issuing a target that unit command as commander keeps the commander optics on the target. It no longer turns with the gunner.KeyshortcutsForTheGameMenus Makes every ingame menu, like main menu, ESC dialog, editor, etc, to be controlled by the following keys based on their element numbers counted from top left: 1,2,3,4,5,6,7,8,9 * Q,W,E,A,S,D,Y,X,CLandTexChanges:

1. It makes the Landscape textures more organic 2. Coast lines have now more sandy beaches 3. It sets the correct land texture for islands that have only the seafloor texture

AC130 ScriptDescription:This script simulates an AC-130 in ARMA2.

You can use the script (v.0.6 and higher) only with Operation Arrowhead or ARMA2 + Operation Arrowhead (Combined Operations).If you use ARMA2 standalone (v.0.5 or lower) you can only use the simple old FLIR instead of the new OAH FLIR (thermal view black and white).You can use the script with and without the Addon(ldl_ac130.pbo).New shells are only available for the Addon.

LongMissionSelectionListInEditorLoadMission Moves the mission selection dialog in the editor to the top center and displays a lot more mission entries at the same time.MadeGearDialogNonMovable Makes the gear dialog non movable to avoid moving it by mistake.MadeHelicopterPilotOperateRockets_Gameplay_C_PvPsceneThe helicopter pilot now has full weapon control over the rockets (when available).MadeSu34PilotToControlTheWeapons_Gameplay_C_PvPsceneThe pilot of the Su34 has now full control over all weapon systems. A plane to require two human crew is not practical in this game.Map Plus -map_no_satThis addon does a few things to the map:

1. Removes satellite texture from any zoom level. 2. Changes the color of the contour lines and hill numbers to make them more readable. 3. Made forests more washed out and slightly dimmed the background color to be easier on the eyes. 4. Adds in a ruler that you can draw on the screen. 5. Adds in a compass that you can more easily use to align the above ruler. 6. Adds in basic tools to draw lines.MBG CreationismThis is a building system that lets you build nearly everything everywhere.

============================================Mechanized Infantry Tactics Addon============================================Description:This is the addon version of the Mechanized Infantry Tactics script and will cause the AI to use this standard behaviour.

Explanation of the script and its standard behaviour:This is a script which makes infantry fighting vehicles and their infantry squad cooperate better.It does so in a simple way, when the vehicle discovers an enemy and the enemy iswithin preset engagement range then:1. The vehicle stops.2. The infantry squad dismounts and get locked out of their vehicle.3. The infantry goes in to combat mode and moves to the enemy position.4. The vehicle follows the infantry and support its attack.5. After the engagement the infantry mounts up.

Also their exist a radio command that will lock up all the infantry in to their ifvs cargo.Their also exist one to unlock. They will only be locked in to their cargo untill the group reaches next waypoint.If you want it to activate for ceratin waypoints it can be made, instructions in "3. Add and disable options.".

Standard behaviour is that the script will detect all ifv on the map with infantry in their group on mission start.Bind these infantry to the ifv and activate the script for these.Radio command exist that will lock the cargo of the vehicles until the group reaches their next waypoint.

BackgroundI am/was a trained mech infantry soldier, so when i saw the standard behavior of the ai during assault, with its constant dismount and mount up with no logic and that the ifv wondered off i decided to code my own ai script to solve this. So i started this summer and got a basic version up fast, but now i got a good version up which is highly customizable. The original thread is in the mission section here http://forums.bistudio.com/showthread.php?t=105064 .

Features:- Provides more realistic combat behavior from mechanized infantry squads.- Default behavior is that the script identifies every ifv with a squad on the start of the mission, in cargo or dismounted, and connects these to each other via code (2 arrays with same index) and activates the script for these units.- Can be changed via init file value so it discovers new vehicle with infantry continually during game run.- Can easily be modified so it only activates the script for the vehicles you pass to the script, just disable the automatic discovery code and pass an array with vehicle objects in the init file, instructions are on the top of the script file in comments and in the init file.- In init their is a variable to make the ifv halt and stand still during combat.- Easy to customize the behavior during different parts of the combat.- Script only tested with IFV and APC.- Tested with vanilla Arma2. But i have AO also.- Added so you can lock the infantry in to the cargo with radio command or by global value.

Included .pbo files:mechinftac.pbo

MFDforAH1Z_by_defunkt_Visuals_C_PvPsceneApache style HMD added for AH-1Z pilot.mi24modThis allows the Mi-24 (all Russian and CDF variants) to detect and lock targets at the same range as the Mi-8 or Mi-17 MoreHeadMovement Allows you to move the head as infantry to more extreme angles.MoreSluggishATVMakes the ATV turning more sluggish and therefore less likely to fall over.mounted_mg_dispersionThis addon allows the user to set the AI dispersion for all mounted MG's in the game, both static and on vehicles.The addon will not affect the dispersion for any MG being fired by a Human controlled unit. It only affects AI, both enemy and freindly.It comes with an HPP file that goes into the userconfig folder, which is where the dispersion adjustments are made (instructions are located in this file).The variable being modified is aiDispersionCoef, which allows the user to set AI dispersion for a weapon without affecting overall weapon dispersion.The aiDispersionCoef is a multiplier of the weapons dispersion value. See formula and example below:

Description:This addon adds three modules to the editor called the ‘(CIM) Civilian Interaction Module’, the '(CIM) Civilian Extraction Module' and the '(CIM) Civilian Reaction Module'. When placed on the map the 'Interaction Module' allows players to order civilians to the ground, inside houses or out of the area or vehicle in a second. Players can also search and key-cuff civilians or detain them. The 'Extraction Module' lets players extract detained civilians in a chopper via radio call, and also allows for smoke marked LZ. The 'Reaction Module' can generate different civilian events (for ambience) at will, or at predefined locations. It also has a feature that will add certain "evidence" items to random (un-searched) civilians around the players.

Features:- Verbal commands for ordering civilians about- Physical actions for searching and subduing civilians- Helicopter extraction of detained civilians- Script to mark LZ's with smoke for pinpoint extractions.- Spawning of ambient civilian events- Makes random civilians have "evidence"- Custom sounds- Global arrays and customizable parameters for mission maker convenience- Works with ALICE- works with surrendered units (thank you stupidwhitekid75 for pointing this out to me)- Works with ACE2, Reezo's EOD mod, and nearly any other mod- SP and MP compatible (not working on dedicated yet)NoIRSignatureForCarsAndMotorcycles Removes the IR signature for cars and motorcycles and they are therefore no longer visible as items on the radar screen.NoLongerShowEmptyFakeWeapon More clean HUD for a few commander slots by not showing the empty fake weapon.norrn_dbo_fastropeDescription:1. Allows an AI pilot to move to a waypoint and then AI and player automatically rappel to the ground once the fast ropes are deployed.2. Allows player pilots to fast rope AI units at their whim.3. If a player is in a cargo postion then he will get an option to deploy fastropes from a stationary chopper, he will also get an option to descend ropes

OpaqueBlackBackgroundInInterface Tweaked interface colors:

White text.Yellow selected text.Non opaque black background.PaleCommandBar by thebarricadeChanges tones and colors for the command bar, makes rank- and 'mounted'-icons a bit crisper.PaleWeaponIconsInCommandBar by thebarricade Makes weapon-icons in the commandbar a bit crisper.pistolfiedtracersThis addon enables tracers and tracer pattern modification for all weapons that use 556x45, 545x39, 762x51, and 762x54 rounds. It however does NOT enable tracers on the 20 round STANAG magazines or any of the silenced weapons.pradar2PRADAR automatically activates if the addon is installed correctly.To help reduce any conflict with mission designer introductions, the display will not commence until the player starts moving forward.

Description:Primary role is to present an emulation of a persons senses outside of the players vision. Eg peripheral vision, sound, smell etc. Specific to the players side.It will only display the eight closest friendly contacts, for each component names and dots.All visuals fade with distance as things are harder to track with secondary senses, or are harder to id who is who at greater distances generally.

This information is presented as coloured dots around the edge of the screen.Small dot = Man character.Large dot = vehicle.Green dot = Non group member, or group member that has not been viewed for a while.Blue dot = Group member who you have resently viewed.Red dot = Non group member, or group member that has not been viewed for a while that is very close.Purple dot = Group member who you have resently viewed who is very close.

Force Commanding (FC) key:If the menu item show group list is selected default is "showing".By default the short names stay on. Selecting to hide them only shows them while holding force commanding.While holding down then FC if you hold down lean left and right simultaneously will display a list of group members weapons or their vehicle position.While holding all three of these keys down, using the zoom in, zoom out, look left and look right keys (default Num +,-,4 and 6) will change the size and relative left and right position of the group icon labels to allow better alignment for different users.

Menus:To reduce cluttering the action menu, the PRADAR options will only be visible to the player while they hold down both the lean left and lean right keys simultaneously.Three brightness levels.High, Low and Off (While off is selected, dots will appear when the player holds the force commanding key).Toggle group names.Turns on and off the display of the group list when force commanding is pressed. When off they only appear if the forcecommanding(space) is being held.View Group Details.While holding down the force commanding key (space), if you hold down both the lean left and right keys,pradar will display a list of your group showing each members current primary and secondary weapons.Join Group.If you hover your cursor over a person from another group and are close enough to them, you will be given the option to join that persons group.Make Leader.If you are the current leader of a group you have the option to give command to another person while holding your cursor over them and are close enough to them.In single player if you wanted to view the group and leader options place this in the editor:

Blakes_PRADAR_Debug = 1;

Rifle Collision Simulation addon for CQBDescription:A small CQB addon that simulates rifle collision behaviour and auto lowers a player's rifle when he is up against and facing a wall. Once the player's view is no longer obstructed the player auto raises his weapon to his shoulder. This makes navigating tight enclosed spaces much easier and is ideal for room/building clearing operations. The addon contains custom animations and collision geometry and requires the CBA addon.

====================Radio Discipline====================Description:I was tired of all the "moving", "covering", "Go I cover" messages all over the radio. Thats why I got rid of the messages and changed "target THAT" to "target" and "engage THAT" to "attack" (engage solo was not avaibable) ("contact" got out as well, like "clear")

RemovedRadarOfGroundUnits_Gameplay_C_PvPsceneRemoves the radar from all static weapons and ground vehicles except the Shilka and the Tunguska.RemovedVehicleCursors Removes all vehicles cursors for driver/pilot/gunner/commander. Instead one has to use optics / weapon sights or tracers to aim

Features:* Ready made scripts for Dynamic Sound AI that is easily modifiable by the end-user.* Your AI will shout curses at the enemy, tell you when they're reloading, throwing a grenade, engaging, when they're hurt, fleeing or when they've scored a big kill! And much more.* Works in both SP, client-side MP and server-side MP* Features English, Arab, Russian and Spanish voices by default* Can assign voices to all sides (BLUFOR, OPFOR, Independent, Civilian, SideEnemy)* Easily activated/deactived by mission makers, addon makers or server admins as required, using global variables and config entries (see below for more information)* Auto-initialization using CBA (fully CBA compatible)

Included .pbo files:RUG_DSAIRUS.pboRUG_DSAISPA.pboRUG_DSAIArab.pboRUG_DSAIGen.pboRUG_DSAIENG.pboRUG_DSAI.pbo

S_NVGthe default high dynamic range while using nightvision in the game is somewhat faulty.Most of the time you can use it fine, but in some cases it becomes almost unusable.A light source in view makes the entire screen black or draws a contrast that makes gameplay impossible.This addon allows disabling the stock hdr engine in nightvision and allows manual adjustment of NVG exposure.Night lighting effects -sakulightfxThis addon was created to enhance the night lighting effects of Arma2.Features:- Dim and yellow military style headlights for vehicles- fixed missing green blinking light on Osprey- new colors and sizes for aircraft positional lights- removed ugly lighting on aircraft, lights were really bugged and didn't add anything so I removed them- new light cones for streetlamps- new light cones for directional lights (headlights)- reduced effect and range of searchlight- increased campfire/burning barrel/fireplace smoke and fire effects- reduced campfire/burning barrel/fireplace light brightness and changed color to a soft orangeNon-blinding sun mod -sakusunThis mod changes the lighting of the sun and vehicle to non blinding.SAP clutterThis addon reduces the size of the clutter on Chernarus for a better view and a very small performance boost. ScopeFX - Dynamic scopes - including TrackIR support Description:ScopeFX is a clientside mod to provide extra dynamic effects when using scopes. There is a new UI display for zeroing scopes and changing firemodes. Also included is a hotkey command to perform a quick magazine check.

TrackIR users also have visual dynamic feedback on where their head is pointed while they are zoomed into a scope.

It is intended as a successor to the basic TrackIR Scope mod I released, which was a test-bed for this.Included files:scopefx.pbo

SLX_AI_Identify: Lets AI identify obvious object types better (Something in the air is probably an aircraft, etc.), changes AI hearing ranges for vehicles (can't hear someone sneaking up when inside a tank), changes default threat levels, helps AI spend less time firing on a target they can't hit, makes AI keep low in combat, shoot more than stay in formation, faster aiming in CQB, calling things by more proper names, special operations people are sneakier/harder to hear, AIs reach waypoints better in vehicles, changes the default spotability and audibility of vehicle types, makes AIs not attempt to shoot at plane pilots if they can't attack the plane. Dependencies: None.

SLX_AI_NoAutoEngage: Make AI people not suicide engage/attack on their own. Intended for use with GL3 to make AIs attack only when they should, when they have the advantage so they don't suicide engage. Vehicles still attack on their own.Dependencies: None.

SLX_AI_SpawnSkill: Sets the skill of AIs that are spawned using createUnit command depending on their loadout, such as in warfare mode. It appears to be an A2 bug that AIs are now created with full skill instead of .5 skill.Dependencies: None.

SLX_AISkill: Changes AI skills for more variable accuracy and faster more aware AI.

slx_alpha_teamsMakes the color coded team names in english be called by the phonetic alphabet. (red is alpha, green is bravo, blue is charlie, yellow is delta, white is echo)slx_anim_ai_lowriflemoveMakes AIs tactically lower their weapons slightly while walking for proper muzzle discipline

SLX_Anim_AT_Lying: Adds the prone posture while using launchers.Dependencies: None.

SLX_Anim_HeadBob: Adds immersive head movement to the get in/out animations.Dependencies: None.

SLX_Anim_HoldSprint: Turns off continuous sprinting, so that the turbo key can be pressed to sprint and then released to drop back to running instead of stopping to go to jogging. Not sure if it's necessary after one of the patches.Dependencies: None.

slx_anim_idleFixed idle animations so they don't have to finish playing to transition to the dying animations. Made the idle animations take longer between new idle animations so they have time to play. Added more default idle animations.slx_anim_injuredMakes injured animations not have weird warping

SLX_Anim_Jump: Faster jumping over things. Based on real life personal experience of jumping over obstacles, sometimes with over 100 lbs of gear.Dependencies: None.

SLX_Anim_MoveTransitions: Faster stance changes. Based on real life footage and personal experience of changing stances, sometimes with over 100 lbs of gear.Dependencies: None.

slx_anim_pistolcivilAdds the safety weapon action and allows pistols to be holstered.slx_anim_proneMakes prone have a new collision shape so that rifles don't clip into walls as much, and makes AIs not clip through walls when prone.

SLX_Anim_SteepLying: Adds the ability to lay down and move on steep surfaces.Dependencies: None.

SLX_Anim_WeaponTransitions: Faster weapon switching and stance changes. Based on real life footage and personal experience.Dependencies: None.

slx_animsanimationsslx_cannonsmokeLower cannon smoke according to real life footageSLX_CarGunnerAllows a player to take over the AI gunner of a car while driving. SLX_CartrigesAdds spent shell casings that fly out correctly, according to real life footage and personal experience.SLX_CloudCustom cloudlets that can be used for config or drop effects

SLX_EffectsRocket engine and missile smoke effects.SLX_ExplosionDustMakes explosion dust last longer based on the size of the explosion.

SLX_FindCover: AI utility functions for finding cover and making AI's make a course diversion then continue on to their original destination.Dependencies: None

SLX_GunSmokeGun smoke effects based on real life footage and personal experience

SLX_Helicopter_AI_Fix: Fixes an A2 bug. Makes helicopters that start out outside of the regular grid get moved into the grid so that the AI can work, or else the helicopter AI just sits there and never moves or follows waypoints.Dependencies: None.

SLX_ImpactsBullet impact effects based on real life footage and personal experience.SLX_LightsStreet lights and vehicle lights with more correct angles and fades. Won't replace sakulightfx if it's also installed.slx_meleeOKC3S bayonet knife and AK-74 bayonet knife.slx_melee_giveGives knives to armed people at mission start, knife type depending on side.slx_mod_man_armorSlightly changes person armor for more wounding and to work with SLX variable damage better.slx_modweapons_3d_optics Adds models with 3d optic scopes. So far only adds a red dot to the M8 3d model for use with 3d optics.SLX_ModWeapons_SoundsSupersonic bullet sounds from real life footageSLX_ModWeapons_Sounds_Impact Bullet impact sounds thanks to Dyslecxi.SLX_NetCodeSimple network utility to execute code on all clients.slx_opticsFixed and tweaked optics postprocessing.SLX_RadarRemoves magical radar from tanksSLX_RagDollWhen a person in a building dies their body is affected by physics so they don't clip into a wall or float in the air.slx_rpg7Proper RPG7 iron sightsslx_shoteffectsPeople shout and throw close grenades away from themselves if they see the person who threw it, supersonic bullet "trace" vapor trail, RPG rocket and grenade launcher arming distance, rocket course deviation, vehicle weapons eject empty casings, AIs dodge away from bullet hits, tracers and explosives set things on fire. (Disabled: AIs shooting IEDs and mines to detonate them if they see them.)Dependencies: SLX_AI_Dodge, SLX_NetCode

SLX_ShoutDescription:File is from the SLX mod Makes people say stuff.Included .pbo files:SLX_Shout.pboDependencies: SLX_NetCode.

SLX_SilentVehicleCommands: No spoken commands in vehicles for faster responses.Dependencies: None.

SLX_Suppression_EffectsWhen people are shot at close enough a lot they duck lower, breathe quickly, and their hands shake a little.Dependencies: SLX_NetCode.slx_t72_destroyedAdds T72 destroyed effect replacing destroyed T72s with the more detailed models. Sometimes the turret explodes off and has a chance of catching on fire if SLX VehicleEffects is on.slx_tankhatchesMakes tank crews open the hatches when getting in or out of tanks.slx_tanksmokeMakes tank commanders fire the smoke grenades when the tank gets hit or there is an incoming missile. Also fixes smoke effect to not lag.slx_uavChanges UAV to be more usable and less likely to crash. Press the marker key to set the laser designator on a target, and wait for the UAV to line up for targeting and firing. Click on the map to turn off the laser and set the UAV to fly somewhere else for observation.

Location based wound effects on people when they are hit.Arms - Small chance of an accidental discharge of their primary weapon. Small chance of dropping primary and/or secondary weapon when arms are very damaged.Legs - Good chance of falling down prone if legs are very damaged. No effect when already prone.Torso - Good chance of getting knocked down and out of breath for a second if damage is over 50%. If the torso is over 80% damaged and overall health is less than 60% then the person is critically wounded.Head - 30% chance of temporary deafness and a 40% chance of temporary deafness, disorientation, and falling down if head is less than 50% damaged, most likely caused by grenade blasts. 90% chance of temporary deafness and falling if head is over 50% damaged.

If the person is hit in the head, body, or legs and overall health is less than the "SLX_Wounded" value then they are critically wounded.

Critically wounded :The person drops their primary weapon and lays on the ground writhing and screaming until either they are healed or die. They are unable to shoot any weapons, but can still throw hand grenades, so watch out. Killing wounded people that pose no threat at the moment(haven't thrown a hand grenade) will deduct 450 rating points. So if you have 0 rating points and killing a soldier gets +200 rating points and you kill a wounded soldier you end up with -250 rating points.

Dragging wounded/dead:Wounded or dead people can be dragged to a safer location for giving first aid, corpse recovery, or item scavenging. Be careful of moving heavily wounded people though, moving them might kill them. Objects can also be dragged.

Giving first aid to wounded:Giving first aid is based on the skill of the person giving first aid. If first aid is unsuccessful in stabilizing the wounded person's condition then you will have to wait for a while before trying again. Giving first aid gives you rating points proportional to the skill of the person first aid is being given to.

Taking captives:If a wounded enemy is healed they will surrender. They can be taken captive and you can tell them to stay or follow you. If the captive is too far from you they will try to escape and continue fighting. Taking captives gives you rating points proportional to the skill of the person being taken captive. Killing captives suffers the same rating deduction as for killing wounded. For a zero skilled soldier you should get 200 points for giving them first aid and taking them captive, the same as if you had killed them, but if you kill them after giving first aid and taking them captive you still end up losing 50 rating points.

Moving people/objects in vehicles:People/objects can be moved into vehicles by getting into the vehicle while dragging or by using the Drag or Follow action when in a vehicle to load more than one object. Make sure the action is in your action menu when entering the vehicle or you won't be able to use it. There must be free cargo space in the vehicle for the person to enter. Try moving the person to the other side of the vehicle from where you enter, then look at the person and the action should show up. An action is added to the vehicle to unload wounded and dead people.

Dropped weapons:Dropped weapons can be destroyed by using the action menu close to them or by damaging(by shooting, etc) them to 50%. They can only be picked up by the action menu. They are affected by physics and can get thrown into the air from explosions.

AI's helping wounded/dead:AI's will automatically try and help wounded or dead people. They will attempt to drag them into a safer position before giving first aid or scavenging weapons. AI's immediately go into alert mode when someone is wounded or killed.

AI's taking secondary weapons and machine guns:If someone with a secondary weapon or a machine gun dies then another AI from their squad will attempt to come and pick up the weapon.

Dismemberment:If a person is killed with a high explosive and their velocity is high enough then they will be torn apart. Can be disabled by setting number of gibs to zero.

SLX_Wounds_AIS: Replaces the BIS Alternative Injury System when enabled to fix wounded people taking too much damage before dying.Dependencies: None.

SLX_Wounds_Heads: Enables full head damage textures. Requires A2+OA.

Smookie Animation Pack Lite version Description:This is a lite version of the CG animation replacement/enhancement pack.Originally I made this Lite version for my personal use but considering some guys may have the same appetite to have a simpler, useful, natural version of smk_anims I decided to released it with Mr. Smookie's approval, anyway all credits belongs to him.

Don't forget to set a turbo key (I suggest "Left Sheft") to be able to use these cool animations!Don't use it with the original smk_anims.pbo!

SolidBackgroundForChat Makes the chat list background color solid to have the text better readable.ShackTac Movement addons -st_collision,st_evasiveThis addon causes your weapon collision with the environment to be significantly toned down and also removes the key combination that triggers you into a several-second-long evasive-sideways animation. ShackTac BunnyHop ShackTac BunnyHop, created by Macolik, allows you to do a running jump over obstacles. While jogging, simply press the key combination you already use for “Step Over” and you’ll activate the jump. This can be used to jump over fences, fallen trees, and various other impediments to movement.StaticsVisibleAtDistance Makes static objects, like houses and structures, visible way beyond the standard drawing distance limit. In addition they no longer pop into view. Instead they have a very nice seamless transition.Support Call Description:The Support Call module is a "cheat" addon that allows you to modify the way any mission (or campaign) is played.

You can use it to work around issues caused by faulty mission triggers, extend your game-play, immobilize AI group members,and give you any equipment you might need.

Features:Once it is installed, you will have the following options available in any mission (or the editor):

Spawn vehicles, weapons, magazines: - Any equipment available to your side can be air-dropped at your location. Special equipment added by expansions or mods will be available as well. Switch Uniform: - Change to a different unit type (either keeping the current equipment, or using the new type's default loadout). Manage units: - Player's group members can be totally immobilized, keeping them from moving or firing. - Player can leave (and re-join) his current group, or become its leader (if he isn't yet). - Recruit soldiers present in the mission, to join your own group. - Vehicles for AI group members can be locked/unlocked. - AI units stuck on obstacles can be freed. - AI radio communications can be disabled. Request Intel: - Receive information about troop location and strength. - The origin of incoming shots can be displayed on a grid. - Video feeds for existing UAVs can be viewed from anywhere on the map. - If no UAVs exist yet, you can launch your own. Environment: - Mission time can be forwarded up to 12 hours, to your favorite time of day to tackle the mission at. - Weather settings can be set independently for overcast, fog, wind and rain. Other assistance: - Get unstuck: If you or your vehicle is stuck in the terrain, this will pull you out of there.- Unlock vehicles: Any vehicle in the mission can be unlocked, even the one the player might be locked into. - Upright vehicles: Vehicles that have flipped over on the terrain, can be put back on their wheels. - Recover vehicles: Even totally destroyed vehicles can be recovered. - Heal player: If an AI medic isn't coming as he's supposed to, the player can heal himself. - Reset post-processing: Post-processing effects (e.g. blurriness, color filters) can be disabled. - Complete mission: Mission can be ended (and marked successful) at any point. This will allow continuing on to the next compaign mission, and will keep it successful status upon restarts. - Extend deadline: Allows you to play for as long as you want, even if the mission has a deadline. - Create restore point: Create a game restore point at any time during the mission.

tbr_launched_grenades_units_a2- Fix for troops using AK-style grenade-launchers (they were carrying huge amounts of grenades).- Completely optional if you want to have a challange.tgw_firemodefixAdds a full-auto fire mode to the M14 and FN FAL that is sound mod independent. tgw_gdtmod_glsights_extensionThis mod enables the new sights used by the GDT Mod Under-slung Grenade Launcher sights to be applied to the new grenade launchers in Operation Arrowhead and the BAF package. The M32 uses the GP25 sights, while the M79, Mk13 and L17 use the M204 sights.tgw_vehfixesThis mod changes and adds to the way the new thermal imaging system is displayed and applied to vehicles in ArmA2 Combined Operations. tgw_zeroingThis mod adds the ability to zero in sights with some weapons ToughChopperRotor_Gameplay_C_PvPsceneMakes a broken rotor far less likely by balancing the inflicted damage to the whole chopper.tpw_houselights_1081Description:This addon causes lights to automatically come on in enterable buildings around the player after dark. It will work on any map with ALICE2 compatible enterable buildings, and will simply ignore unenterable ALICE buildings. Sick and tired of villages being pitch black after dark? This addon will create a flickering glow from houses at night which greatly increases immersion.

How it works:At startup it scans all houses within a 20km radius of the player, and any enterable houses are placed into a houses array.Each house in the array is then given its own set of lighting parameters, and a lit/unlit status. Every 15 seconds the houses array is scanned, and any unlit house within the player's specified radius has a light source created using the lighting parameters associated with that house, if the sun is below the horizon. Any lit house outside the radius has its light removed.

Version 1: Single player / dynamically calculated lightsThis version allows lights to be dynamically calculated based on the various configuration options you provide.

Advantages: Works on any map. If there any enterable buildings on the map, they will be lit. Highly configurable light options: distance around player to light, light colour/brightness/ratio/flickering etc etc etc Can be configured to cause as much or as little stress to your CPU as you'd likeDisadvantages: Every time the script initialises the player running the script will potentially see different lights.

TPWC_AI_SUPPRESS========================Description:One of the things sorely missing from Arma2 is reaction to passing bullets. An AI unit will often stand quite happily whilst bullets whiz by. This makes effective suppression of AI enemies difficult - you basically always have to aim to kill them since you can't make them keep their heads down by shooting nearby.

This addon aims to address this problem by making AI units react to passing projectiles. If a bullet snaps by within 10m of an AI unit, it will crouch/kneel (depending on movement), and if more than 5 bullets pass by a unit in 5 seconds, the unit will drop/crawl. After 10 seconds without bullets, the unit will return to its previous stance.

Additionally, suppressive fire can alter the aiming shake, accuracy and courage of the suppressed unit. The more fire directed near a unit, the lower its skills will become. After 5 or so seconds without bullets, the skills will gradually return to normal.

Currently there is no "suppressed" eventhandler in the game engine, so TPWCAS aims to mimic one by using CBA to set up a per frame eventhandler, which checks whether there is currently an active bullet/shell projectile object, and if so then checks whether each unit has any bullets within a 10m radius. This allows TPWCAS to work for any opfor, blufor, independent or civilian on the map, whether editor-placed or spawned, without a crippling CPU overhead.

in your init.sqf or in the init of any object on the map. You only need to call it the once.

Addon version:As we always recommend use modfolders to seperate the custom content from the official game content to prevent problems. For different ways to set up your modfolders and use them please visit our FAQ.

When you are using the Steam version you can find a Steam mod installation and activation FAQ here.

Modes of Operation:You may elect to run TPWCAS in one of three modes depending on how much you'd prefer suppression to modify unit behaviour. The default is mode 3, allowing stance and skill modification under fire.

Mode 1: Basic (stance modifier):

Units react to bullets passing within 10m Affects all units, in vehicles or not Units react identically to any kind of bullet fired from more than 25m away Units react to identically bullets from any side 1-5 bullets -->kneel/crouch >5 bullets --> drop/crawl Units regain previous stance after 10 seconds without nearby bullets

Mode 2: Light (stance modifier):

Units react to bullets passing within 10m Only units not in vehicles are affected Bullets fired from less than 25m away are ignored Bullets from small calibre pistols and SMG are ignored Units react differently according to the side of the shooter 1-5 bullets --> kneel/crouch >5 bullets --> drop/crawl only if enemy shooter fired bullets Units regain previous stance after 10 seconds without nearby bullets

Mode 3: Full (stance and skill modifier):

Units react to bullets passing within 10m Only units not in vehicles are affected Bullets fired from less than 25m away are ignored Bullets from small calibre pistols and SMG are ignored Units react differently according to the side of the shooter Friendly shooter: >0 bullets --> kneel/crouch Enemy shooter: 1-5 bullets --> kneel/crouch, >5 bullets -->drop/crawl Friendly shooter: no skill reduction Enemy shooter: skills reduced according to number of bullets Units regain previous stance after 10 seconds without nearby bullets Units gradually regain skills after 5 or so seconds without bullets

Configuration:TPWCAS is highly configurable. The script version has a number of well commented variables to change aspects of the system. The addon version allows the same variables to be changed in the tpwc_ai_sup.hpp config file.

Included .pbo files:tpwcas

TrueUser_IGUI_CommandBar_TextIcons- New command bar UI Icons that display weapon type as text, rather then the graphic Icon. Simple abbreviations : ------------------ GL - GrenadeLauncher AR - AutomaticRifleman MG - Machinegunner AA - Anti-Air AT - Anti-Tank MM - Marksman SNP - Sniper SD - Silenced PST - PistolTrueUser_IGUI_Text_ExtraSmallDecreases UI text a bit further (Interface "Very Small" was not enough for text in my opinion).trueuser_nvgs- Slightly larger view then the default NVG's for less disorientation.- More fade on the outer edge of the cone for an immersive blur effect.TrueUser_SkyBox_Bluer- Increased color saturation for a more vibrant sky. TweakedDebriefing Makes the scoreboard in the debriefing view better readable by moving some UI elements away from the center.TweakedExternalSoundVolumeInVehicles_insideSoundCoef_Sound_C_PvPsceneMakes you hear every outside sound even inside vehicles as loud or at all.TweakedExternalSoundVolumeInVehicles_obstructSounds_Sound_C_PvPsceneDisables the effect of sound obstruction simulation when being inside a vehicle.TweakedExternalSoundVolumeInVehicles_occludeSounds_Sound_C_PvPsceneDisables the effect of sound occlusion simulation when being inside a vehicle.TweakedTurretRotationSpeeds_by_Rg_Gameplay_C_PvPsceneCHANGED Turret rotation speeds for various guns/vehicles.

Rough GuidelinesFast Speed = LightVehicleTurret/StandingStaticTurretMedium Speed = MiscArmorTurret/CommanderTurretSlow Speed = TankTurret/SittingTripodStaticTurretVapourTrailsForPlanes_Visuals_C_PvPsceneAdds vapour trails to aircrafts.VehiclesVisibleAtDistance_Visuals_C_PvPsceneMakes vehicles and units visible way beyond the standard drawing distance limit. In addition they no longer pop into view. Instead they have a very nice seamless transition.VF LadderWhen run, this addon adds options to the player's action menu to spawn ladders. These ladders can be used to climb onto rooftops and to enter any otherwise inaccessible part of the Arma II houses (e.g. balcony) or just to annoy your buddies. It is kind of a silly addon but it opened new perspectives on urban combat for me. There is just too many locked buildings around. Check out the Youtube link to get an idea about this addon.

Ladders can be: * Created (small and big type available) * Moved around until dropped by the player * Raised or lowered by 50cm at any time after being placed * Removed within 60 seconds after placing them * Flipped by 180 degrees to allow positioning as requiredWarFX : Blastcore -WarFXPEchanges the Explosion effects, dust and clouds from dropped bombs and missilesWarMod_loadingruns a Loading screen of the cowarmod logo during the loading of the gamex_TrueUser_IGUI_ActionMenu_NoIcons- Gets rid of the action icons (you will have action menu text only).x_TrueUser_IGUI_Text_HideAmmoCount- Gets rid of your ammo & mag count.

- AI will now use the correct ammunition on their cannons and tank main guns on the enemy.- BMP3 can no longer one-two punch (fire a 100m round then an ATGM within half a second out of its main gun).- Russian T72 and T90 have 9K119 and 9K120 ATGM systems added. AI use them seamlessly.- Changed rates of fire of main guns to (mostly) what FAS.org says. Where a manual loading system is used, I used the lower limit of the stated rounds-per-minute (T34), or Eastern equivalent autoloader times (M1 series) for shits and giggles).- AI use the system well (without haxx), and the player does not have access to AI firemodes. Awesomecross '98.- No nasty .RPT bugs (that I've seen).BUGS:- The MBTs will occasionally use SABOT on infantry if they get within a certain range, or if an armoured target turns up just as they are about to fire. The first round fired is almost always HEAT, however. You will also find that MBTs will use HEAT on light vehicles (which is fucking cool, IMHO, and not really a bug at all).- Not really a bug, but this overrides weapon classnames on the affected units. Ammo classes remain the same (except where novel ATGMs have been introduced and cost values altered for AI selection reasons).- The BMP3 will now kill pretty much EVERYTHING (infantry are screwed due to HE 30mm and 100mm OG rounds, tanks are rooted due to ATGMs). You have been warned.- No idea what this will do in multiplayer. Probably cause things to asplode unless everyone has it loaded. Untested.- This addon conflicts with TGW's awesome vehicle fixes, hence the ZZZ_ prefix to ensure that my addon is loaded last (after which it doesn't cause any problems). If anyone wants to gimme a hand to fix this, please yell.- It will also add an addon dependency to missions you make with affected vehicles. Be aware. :)FIXES: